Full Star Wars: Jedi Fallen Order Demo Shows Off More Of Its Metroid Influences

Full Star Wars: Jedi Fallen Order Demo Shows Off More Of Its Metroid Influences
Image: EA/Respawn

Anyone who saw the glimpse of Respawn’s upcoming Star Wars: Jedi Fallen Order at E3 earlier this month and thought it was disappointingly linear may be far more interested in this new footage, which demonstrates more of the game’s Metroidy influences.

On June 8 during EA Play, Respawn showed off a live demonstration of Jedi Fallen Order that I thought looked pretty fun, but undoubtedly underwhelmed a lot of fans. It seemed like a Star Warsy take on Uncharted, complete with brash quips, simple lightsaber combat, and lots of jumping on things.

So when word got out that the game was so much more than that—it’s inspired by the likes of Metroid and Dark Souls, complete with a ship and non-linear levels—everyone wondered why Respawn was showing off footage that made Fallen Order seem like an entirely different game.

Now we can see the full demo—shown privately to press at E3—and it’s way more impressive. (Watch it above.) Here’s game director Stig Asmussen in a public letter posted today, perhaps regretting their initial marketing decision:

We spent months going back and forth discussing the best strategy to release this content, and ultimately decided for the first-look, it was critical to present a focused 15 minutes of raw, in-game footage highlighting lightsaber gameplay that speaks to the Jedi fantasy in an empowering way. But it should not be mistaken that our combat is overpowered or easy.

I promise there is considerable challenge and depth to be found within our combat system. The same can be said about our approach to level design, which is crafted in a non-linear way with heavy influences from games like Metroid, Castlevania, and the Souls series. The game will feature several planets that the player can elect to travel to via starship. On these worlds unique abilities and upgrades can be found that open up new paths across other planets, making retraversal an essential part of the gameplay experience.

This is a lot to describe in 15 minutes of gameplay. Getting hands on the full 25 minute experience is best to completely understand it.

Jedi Fallen Order is out November 15 for PC and consoles.


    • I wish they went the Jedi Academy route and let you customise your lightsabre and character.
      That was such a cool feature.

  • What self-entitled losers were ‘disappointed’ by the original gameplay demo? I thought it looked great!

    • No need to generalize mate. I was disappointed by the gameplay demo as to me it felt like a demo version of what a current gen Force Unleashed 3 would look like

      • I liked Force Unleashed, which I think everyone forgets how impressive that game was for its time. The complaint about it selling linear is what gets me – your Naughty Dog extravaganzas are all fairly linear experiences, no- one seems upset about them – it feels like people want a reason to dump on this because it’s EA or Star Wars

        • EA haven’t got the greatest track record with the Star Wars license, and I think that’s a problem which can start to be remedied here, if they give us a game that’s playable and doesn’t have Repsawn pushing to meet a specified release date (at the expense of quality) then it’s a start to fixing their bad image of releasing games that needed more polish before release.

          Naughty Dog have that figured out. While their games are literally straight lines from start to finish, they at least delay the game release to iron out bugs or other issues that affect the experience. TLOU and Uncharted 4 both were delayed from their original release dates to polish them up more.

          • Yeah, push vs polish is a concern of mine, too. Lots of good things can be accomplished through push but not when it’s at breaking point, or at the experience of the final product.

            My main concern is longevity of the adventure, despite their estimates. I feel like the 25 minute game-play demo is maybe more than twice what most people would take to accomplish the same tasks, due to showing the engine off, slower camera movement to disguise in-progress optimisation and such.

            However many (several is such a loose term) planets there are, I hope there’s like… 10 maps per planet that each take 30 minutes. If there are 4 planets, that’s 20 hours, which for an EA single-player-only title with a good story line and involving game-play would be a worthwhile, enjoyable experience. As long as those maps aren’t lazy, reversed copies of previously-completed maps. Sure, that would take longer to develop, but it would do wonders for immersion and the feeling of continuity without repetition throughout each planet. I would technically be happy with half that time, but would feel a little more negatively about it out of personal preference.

  • It’s looking good. Im really hoping they use Saw well. The character seems so underused. I wanna see him go all Ghost Dog on some Imperials.

  • I am still not feeling it. The saber fighting doesnt look like it is at a 2019 level. We are in a post Dark Souls, Assassins Creed Odyssey, For Honour era of dynamic combat. This just looks like hack and slash. I also find it very distracting that they arent just using Cameron’s voice but his face. I keep having Shameless flashbacks.

    • What would you define as ‘2019-level yet traditionally-styled combat’? Lightsaber combat is influenced by traditional forms of fencing and sword combat and will always look antiquated to a certain degree. It will also never have the ‘weight’ of movement behind arm swings because, well, the sabers aren’t heavy. Are you wanting close-up stab cams and the like, or flamboyant execution moves? I’m just confused how you would want it represented.

      • How it is depicted here, it seems essentially nothing but hack and slash. Mash button, down the mob goes. It seems like it is no different than Jedi Knight 2 from all those years ago.

        For me, we have so many games that are centred around parry, deflect, dodge, positional attacks, it seems from this video the combat doesn’t have much of that.

        In short I don’t want old school hack and slash, but a dynamic fighting systems that is not only about hitting stuff. It doesn’t need to be totally challenging like Dark Souls, i would settle for (EG) the satisfying dynamic combat of AC Odyssey

    • Well now, it didn’t take long for people with less than a 100 IQ score to start commenting. Thanks for your valuable input towards how the game might be developing in your view.

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